Wireless game/audio system and method

ABSTRACT

Methods and Systems for providing multiple audio streams, such as a Game Audio stream and Network Chat audio stream, to a headset of a user of a game console are described. The methods and systems include receiving, by a game console controller in communication with a game console and a portable audio mixing module, Network Chat from a game console; receiving, by a portable audio mixing module in communication with a game console controller, Network Chat; receiving, by a base station in communication with the game console and the portable audio mixing module, the Game Audio; receiving, by the portable audio mixing module, the Game Audio; mixing, by the portable audio mixing module, the Network Chat and Game Audio to produce a blended audio output stream; and transmitting, by the portable audio mixing module, the blended audio output stream to a headset in communication with the portable audio mixing module.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. application Ser. No.12/958,462, filed Dec. 2, 2010, which claims the benefit of U.S.Provisional Application No. 61/266,007, filed Dec. 2, 2009, both ofwhich are incorporated herein by reference in their entirety.

FIELD OF THE INVENTION

The invention relates generally to audio signal transmission andreception for gaming consoles. More particularly, the invention relatesto systems and methods for providing multiple users of a single gamingconsole a wireless audio connection to multiple audio signals from thegaming console while allowing for the use of any standard headset.

BACKGROUND

Evolution of gaming has created the need for more advanced audio andcommunication solutions. A gamer wishing to utilize a personal headsetduring game play wants a better audio experience without the need to bephysically tethered to a gaming console. Moreover, serious gamersrequire the ability to converse with other gamers at remote locationsand listen to game audio simultaneously through the use of a headset.

Typically, a gamer wishing to participate in such conversation whilegaming has two options. First, a gamer may allow game audio to playthrough an external speaker, such as a television or stereo system,while a headset is used to converse with networked players. This option,however, is not practical if a gamer wants to play a game withoutdisturbing those around her or wants to utilize headphones to listen togame audio in, for example, surround sound. Moreover, this option is notideal for serious gamers, as it is difficult or distracting for thegamer to control the volume of the external speaker and the volume ofthe headset, as two controllers or other adjustment means are necessary.

The second option is for the gamer to purchase a wired or wirelessheadset for each gaming console or system. The wired headphone optionmay not be practical for a gamer wishing to operate a game consolecontroller from a distance farther than the wired headphone may reach orfor a gamer who wishes to move around a room unrestrained. Moreover,many gamers already own a preferred wired headset, and these individualseither may not be able to afford, or may not wish to purchase, adifferent wireless headset for each gaming system at great personalexpense.

One solution to the above problems is described in U.S. patentapplication Ser. No. 12/047,260, titled “Daisy-Chained Game AudioExchange,” incorporated by reference in its entirety herein. Thisapplication discloses a daisy-chainable game exchange which allows agamer to utilize their own headset to play games in surround sound. Theuser may physically plug the daisy-chainable game exchange into a numberof audio sources including a gaming console and either a Xbox 360®controller producing an network chat stream from the Xbox Live® Networkor another daisy-chainable game exchange to receive a local-area networkchat stream. Unfortunately, the user's range of motion is restricted, asthe daisy-chainable game exchange must be plugged into the gamingconsole.

Accordingly, there is a need in the art for a method and system to allowmultiple gamers to play on a single gaming console, without beingconnected thereto, and while utilizing any standard headset.

SUMMARY OF THE INVENTION

Exemplary embodiments described herein overcome the drawbacks ofconventional wired and wireless gaming audio options. Methods andsystems of the present invention allow a gamer to utilize any standardheadset to receive both game audio and network chat audio streamswirelessly and simultaneously. Moreover, the present invention may allowa gamer to adjust the volume and balance of an audio stream received ata headset through the use of one or more controls.

In one aspect of the invention, a method of providing a Game Audiostream and Network Chat audio stream to a headset of a user of a gameconsole is provided. The method includes receiving, by a game consolecontroller in communication with a game console and a portable audiomixing module, the Network Chat from the game console; receiving, by theportable audio mixing module in communication with the game consolecontroller, the Network Chat; receiving, by a base station incommunication with the game console and the portable audio mixingmodule, the Game Audio; receiving, by the portable audio mixing module,the Game Audio; mixing, by the portable audio mixing module, the NetworkChat and Game Audio to produce a blended audio output stream; andtransmitting, by the portable audio mixing module, the blended audiooutput stream to a headset in communication therewith.

In another aspect of the invention, a method of providing a Game Audiostream and Network Chat audio stream to a headset of a user of a gameconsole is provided. The method includes receiving, by a base station incommunication with a game console, the Network Chat and Game Audio fromthe game console; transmitting, by the base station, the Network Chatand Game Audio to a portable audio mixing module that is wirelesslyconnected to the base station; wirelessly receiving, by the portableaudio mixing module connected to the base station, the Network Chat andGame Audio streams; mixing, by the portable audio mixing module, theNetwork Chat and Game Audio streams to produce a blended audio outputstream; and transmitting, by the portable audio mixing module, theblended audio output stream to a headset in communication withtherewith.

In yet another aspect of the invention, a system for transmitting a GameAudio stream and Network Chat audio stream to a headset of a user of agaming console is provided. The system includes a game console incommunication with a network such that the Network Chat is received bythe game console over the network, the game console adapted to transmitthe Network Chat to a game console controller in communication therewithand the Game Audio to a base station in communication therewith; atleast one game console controller in communication with the gameconsole, the game console controller adapted to receive the Network Chattransmitted from the game console; a base station in communication withthe game console, the base station adapted to receive the Game Audiotransmitted from the game console; and at least one portable audiomixing module wirelessly connected to the base station, in communicationwith the headset, and in communication with the game console controller,the portable audio mixing module adapted to receive the Network Chatfrom the game console controller and the Game Audio from the basestation, the portable audio mixing module comprising mixing circuitrysuch that the Network Chat and Game Audio are mixed to produce a blendedaudio output stream received by the headset.

In another aspect of the invention, a system for transmitting a GameAudio stream and Network Chat audio stream to a headset of a user of agaming console is provided. The system includes a game console incommunication with a network such that the Network Chat is received bythe game console over the network; a base station in communication withthe game console, the base station adapted to receive the Network Chatand Game Audio transmitted therefrom; and at least one portable audiomixing module wirelessly connected to the base station, the portableaudio mixing module adapted to receive the Network Chat and the GameAudio from the base station, the portable audio mixing module comprisingmixing circuitry such that the Network Chat and Game Audio are mixed toproduce a blended audio output stream.

BRIEF DESCRIPTION OF THE DRAWINGS

The preferred embodiments of the present invention are illustrated byway of example and not limited to the following figures:

FIG. 1 shows a system architecture according to an exemplary embodiment.

FIG. 2 shows a system architecture according to an exemplary embodiment.

FIG. 3a illustrates a front-end view of an exemplary embodiment of aportable audio mixing module.

FIG. 3b illustrates a bottom-end view of an exemplary embodiment of aportable audio mixing module.

FIG. 4 is a circuit diagram illustrating exemplary circuitry of anembodiment of a portable audio mixing module.

FIG. 5 is a circuit diagram illustrating exemplary circuitry of anembodiment of a portable audio mixing module.

FIGS. 6 and 6A are a circuit diagram illustrating exemplary circuitry ofan embodiment of a portable audio mixing module.

FIGS. 7, 7A, 7B, and 7C are a circuit diagram illustrating exemplarycircuitry of an embodiment of a portable audio mixing module.

FIGS. 8 and 8A are a circuit diagram illustrating exemplary circuitry ofan embodiment of a portable audio mixing module.

FIGS. 9 and 9A are a circuit diagram illustrating exemplary circuitry ofan embodiment of a portable audio mixing module.

FIG. 10 is a circuit diagram illustrating exemplary circuitry of anembodiment of a portable audio mixing module.

FIG. 11 is a circuit diagram illustrating exemplary circuitry of anembodiment of a portable audio mixing module.

FIG. 12 is a circuit diagram illustrating exemplary circuitry of anembodiment of a portable audio mixing module.

FIG. 13 is a circuit diagram illustrating exemplary circuitry of anembodiment of a portable audio mixing module.

FIG. 14a illustrates a front-end view of an exemplary embodiment of abase station.

FIG. 14b illustrates a bottom-end view of an exemplary embodiment of abase station.

FIGS. 15, 15A, 15B, and 15C are a circuit diagram illustrating exemplarycircuitry of an embodiment of a base station.

FIG. 16 is a circuit diagram illustrating exemplary circuitry of anembodiment of a base station.

FIGS. 17, 17A, 17B, and 17C are a circuit diagram illustrating exemplarycircuitry of an embodiment of a base station.

FIGS. 18a, 18b, and 18c are circuit diagrams illustrating exemplarycircuitry of an embodiment of a base station.

FIGS. 19, 19A, 19B, and 19C are a circuit diagram illustrating exemplarycircuitry of an embodiment of a base station.

DETAILED DESCRIPTION

Various embodiments and aspects of the invention will be described withreference to details discussed below, and the accompanying drawings willillustrate the various embodiments. The following description anddrawings are illustrative of the invention and are not to be construedas limiting the invention. Numerous specific details are described toprovide a thorough understanding of various embodiments of the presentinvention. However, in certain instances, well-known or conventionaldetails are not described in order to provide a concise discussion ofembodiments of the present inventions. All terms used herein areintended to have their ordinary meaning in the art unless otherwiseprovided.

The terms “game console” and “gaming console” are used interchangeablyand will refer to any general purpose computer, personal computer,specialized computer, laptop, portable gaming device, or otherelectronic equipment capable of transmitting a digital audio signal.Gaming consoles may comprise processors, memory, circuitry, input/outputdevices, audio-input jacks, audio-output jacks, video-input jacks,video-output jacks, and/or displays. A number of exemplary gamingconsoles will not comprise a display, but will rather comprisevideo-output jacks such that they may be electrically connected to atelevision or other external displays. In many embodiments, the gamingconsole may be controlled by various input devices such as gamingconsole controllers containing track-balls, buttons, and/or triggers.The terms gaming console controller and game console controller are usedinterchangeably herein. Exemplary gaming consoles include but are notlimited to the Xbox® and Xbox 360® from Microsoft® and the PlayStation®2 and PlayStation® 3 from Sony®.

As used herein, the term “Game Audio” will refer to an audio stream orsignal transmitted from a gaming console. The Game Audio may representthe audio a user hears when playing a game or other multimedia contenton a gaming console. As an example, Game Audio may include such soundsas background music, sound effects, character dialogue, explosions andother sounds encountered during game or media play. In other exemplaryembodiments, such as when a movie plays on a laptop, the Game Audio maybe the audio transmitted from the laptop when playing the movie.

The term “Local User Chat” will refer to an audio stream or signal sentfrom a microphone of a local user (e.g. gamer) of a gaming console.Exemplary Local User Chat includes but is not limited to the audiostream produced by a gamer talking through a microphone of a headset. Itwill be appreciated that multiple users may locally game on the samegaming console simultaneously and in these instances, each user with amicrophone may produce a different Local User Chat stream or signal.

The term “Network Chat” will refer to an audio stream or signal receivedby a local gaming console over a network. The Network Chat may compriseone or more audio streams from at least one networked user's microphone.Exemplary Network Chat is the audio stream or signal received from theXbox Live® Network, the PlayStation® Network, and/or the Nintendo Wii®Network. Another example of Network Chat may be the audio streamreceived over a local area network (LAN) and originating at a networkeduser's headset.

Embodiments of the present invention allow multiple local users of agaming console to each listen to both Game Audio and Network Chatthrough their own headsets, and to transmit Local User Chat throughtheir own headset, without being tethered to the gaming console. In thisway, a user may listen as loudly as she would like during a gamingsession without disturbing others, while having free-movement about theroom where the console is located. The present invention further allowseach user to enjoy these features without the need to purchase a newheadset, and without sacrificing audio quality.

In one embodiment, the Game Audio and Network Chat streams may bereceived by a portable audio mixing module. The portable audio mixingmodule may combine, mix, or blend the Game Audio and Network chat suchthat the blended audio output stream may be output to a headsetconnected thereto. The portable audio mixing module may allow a user tocontrol the balance of the Game Audio and Network Chat streams and/ormay allow a user to control the volume of the blended audio outputstream. Moreover, the portable audio mixing module may be adapted toreceive Local User Chat from a connected headset such that the LocalUser Chat may be transmitted to a gaming console.

In another embodiment, a base station may be connected to a game consolesuch that Game Audio may be received thereby. The base station may bewirelessly connected to a portable audio mixing module such that GameAudio may be transmitted thereto. Moreover, as described in detailbelow, the base station may be adapted to transmit and/or receiveNetwork Chat and/or Local User Chat. Therefore, in some embodiments, thebase station may receive Network Chat from a game console to transmit toa portable audio mixing module. In yet other embodiments, the basestation may receive Local User Chat from a portable audio mixing moduleto send to a game console.

Moreover, various embodiments of the present invention allow each userto selectively control the mixed audio stream received at the headset,for example, by allowing users to manipulate the volume and/or thebalance of the Game Audio and/or Network Chat streams. In this way,gamers may better focus on the social networking aspect of gaming byincreasing the degree of Network Chat received or the user may refocuson game play by increasing the degree of Game Audio received, allwithout losing either stream.

Xbox Mode

Referring to FIG. 1 an exemplary system is shown, wherein multiplegamers 100 a, 100 b may listen to both Game Audio A and Network Chat Bfrom a game console 120 using a headset 160 a, 160 b, without the needfor the headset to be connected directly to the game console 120.Further, the depicted system allows a gamer 100 a, 100 b to sociallyinteract with other garners over a network 110 by using the microphoneof their headset 160 a, 160 b, such that the Local User Chat C, D willpropagate through the system to the networked users. As shown, a firstuser 100 a and a second user 100 b may both play the same game on thesame gaming console 120 simultaneously.

A game console 120 may be connected to a network 110 by any means knownin the art, such as through a physical Ethernet connection or through awireless connection. In this particular embodiment, the users 100 a, 100b are playing a game on an Xbox 360® 120 game console, which isconnected to multiple other consoles through the Xbox Live® Network 110.In order to operate the gaming console 120, each gamer 100 a, 100 b mayutilize a gaming console controller 150 a, 150 b, which is connected tothe gaming console via either a wired or wireless connection.

Receiving the Game Audio and Network Chat

The gaming console 120 may be electrically connected to a transmittingdevice or base station 130 such that the base station may receive GameAudio A in a digital form, from the gaming console 120. The base station130 may be connected to the gaming console 120 via any means known inthe art, such as but not limited to, a TOSLINK® optical cable, an HDMI®cable, and/or any other coaxial-type digital audio cables. As describedin further detail below, in the embodiment shown, the base station 130may receive Game Audio A from the gaming console 120 to wirelesslytransmit to a user 100 a, 100 b.

In the pictured embodiment, both users 100 a, 100 b are in possession ofa portable audio mixing module 140 a, 140 b, and both of the portableaudio mixing modules 140 a, 140 b are wirelessly connected to the basestation 130. It will be appreciated that the portable audio mixingmodule 140 a, 140 b and base station 130 may be wirelessly connected viaany means known in the art. In the embodiment shown, the portable audiomixing modules 140 a, 140 b are not inter-connected to each other—allportable audio mixing modules 140 a, 140 b are connected to the basestation 130.

In one particular embodiment, each portable audio mixing module 140 a,140 b is connected or “paired” to the base station 130 over a 5.8 GHzspectrum, which is relatively free from interference from other devices,such as 2.4 GHz wireless products, microwaves, and Bluetooth. In oneembodiment, dead zones and performance lag may be reduced by utilizingthe 5.8 GHz spectrum as compared to other wireless network standards,and the systems described herein are thought to be capable oftransmission of up to about 150 feet. Nevertheless, it will beappreciated that any number of wireless spectrums are thought to becompatible in connecting the base station 130 to a portable audio mixingmodule 140 a, 140 b.

A headset 160 a, 160 b may be connected by each user to their respectiveportable audio mixing modules 140 a, 140 b via, for example, a cablewith a standard 3.5 mm plug. Additionally, the portable audio mixingmodule 140 a, 140 b may be connected to the game console controller 150a, 150 b via, for example, a cable having a male 2.5 mm plug at bothends. It will be appreciated that, although only two users 100 a, 100 bare shown, in various embodiments, the base station 130 may connect toup to four portable audio mixing modules 140 a, 140 b, and, therefore,up to four players may game on the gaming console 120 at a single time.Accordingly, the system may comprise 1, 2, 3 or 4 headsets, 1, 2, 3, or4 portable audio mixing modules, 1,2,3, or 4, game console controllers,but only a single base station.

As shown, Game Audio A may originate at the game console 120 when a user100 a, 100 b starts up the gaming console 120 and instructs the consoleto playa media type. Once produced by the game console 120, the GameAudio A may be transmitted therefrom and received by the base station130.

In one embodiment, the base station comprises pass-through circuitry(discussed below), such that, if the base station 130 is powered off,the Game Audio A may pass through the base station 130, to any audioequipment 111 electrically connected to the base station 130. Otherwise,if the base station 130 is powered on, the Game Audio A may betransmitted from the base station 130 to any number of portable audiomixing modules 140 a, 140 b connected thereto.

Certain embodiments provide that, if the game console 120 is connectedto a network 110, Network Chat B may be received by the game console 120from the network 110 and transmitted to the game console controllers 150a, 150 b of each user 100 a, 100 b. In these embodiments, game consolecontrollers 150 a, 150 b, such as but not limited to Xbox 360®controllers, may receive the Network Chat B from the game console 120and transmit the same to a connected portable audio mixing module ofeach user 140 a, 140 b. Accordingly, in these embodiments, the portableaudio mixing module 140 a, 140 b does not receive the Network Chat Bfrom the base station 130. Rather, the Network Chat B is received fromthe game console 120 by each game console controller 150 a, 150 b, andthen transmitted to each portable audio mixing module 140 a, 140 b bythe individual game console controller. The game console controllers 150a, 150 b used in this embodiment may be said to be adapted to receiveNetwork Chat B from a game console 120.

As an example, Local User 1's 100 a portable audio mixing module 140 awill receive Network Chat B from Local User 1's game console controller150 a, which is connected to game console 120 and receives Network ChatB from therefrom. Local User 2's portable audio mixing module 140 b, onthe other hand, receives Network Chat B from Local User 2's game consolecontroller 150 b, which is also connected to the game console 120.

Once the Game Audio A and/or the Network Chat B are received by aportable audio mixing module 140 a, 140 b the two streams/signals may bemixed together and transmitted to the headset 160 a, 160 b as a single,blended audio output stream A+B (discussed in detail below). It will beappreciated that the Game Audio A and Network Chat B may be sent andreceived by individual components of the exemplary system bothindependently of each other and simultaneously. Moreover, it will beappreciated that, all local users 100 a, 100 b may receive the same GameAudio A and Network Chat B streams at their respective portable audiomixing modules 140 a, 140 b.

In certain embodiments, the portable audio mixing module 140 a, 140 ballows the user to adjust both the volume and balance of the blendedaudio output stream A+B such that each user may customize the streamreceived at the headset 160 a, 160 b. Therefore, in certain embodiments,Local User 1 100 a, may adjust the blended audio output stream A+B suchthat no Network Chat B is audible, while Local User 2 100 b listens to ablended audio output stream A+B with a very loud Network Chat B signal.In this type of embodiment, although the Network Chat B and Game Audio Astreams contain the same content, Local User 1 and Local User 2 willreceive different blended audio output streams A+B.

Sending Local User Chat

In certain embodiments, a user's headset 160 a, 160 b may contain amicrophone such that the user 100 a, 100 b may socially interact and/orconverse with other gamers over the network 110. Embodiments of thepresent invention may allow multiple local users 100 a, 100 b toparticipate in such social interaction with networked users bothsimultaneously and independently.

For example, Local User 1 100 a may talk into the microphone to produceLocal User 1 Chat C. Local User 1 Chat C may be transmitted from theheadset 160 a to the portable audio mixing module 140 a. Once receivedby the portable audio mixing module 140 a, the Local User 1 Chat C isthen sent to the game console controller 150 a, which is connectedthereto. The game console controller 150 a may receive the Local User 1Chat C and then wirelessly transmit the same, to be received by the gameconsole 120. Finally, the game console 120 may transmit the Local User 1Chat C over the network 110, where it may be incorporated into theNetwork Chat B stream and sent to all local and non-local users.Accordingly, in this particular embodiment, the Network Chat B is notsent to, or received by, the base station 130.

Similarly, if Local User 2's 100 b headset 160 b includes a microphone,Local User 2 may speak into the microphone to produce a Local User 2Chat stream D. Although Local User 2 Chat D will propagate through thesystem in a similar way as Local User 1 Chat C, it will be noted that,because Local User 1's 100 a portable audio mixing module 140 a is notconnected to Local User 2's 100 b portable audio mixing module 140 b,neither user will hear Local User Chat C or D, through their respectiveheadset 160 a, 160 b until it is received at the network 110 and sentback to each user as Network Chat B.

PC/PS3 Mode

Referring now to FIG. 2, an exemplary system is shown, wherein multiplegamers 200 a, 200 b may listen to both Game Audio A and Network Chat Bfrom a game console 220 using a headset 260 a, 260 b, without the needfor the headset to be connected directly to the game console 220.Further, the depicted system allows multiple gamers 200 a, 200 b tosocially interact with other gamers over a network 210 by using themicrophone of their headsets 260 a, 260 b, such that the Local User ChatC, D will propagate through the system to the networked users. As shown,a first user 200 a and a second user 200 b may both play the same gameon the same gaming console 220 simultaneously and/or independently.

A game console 220 may be connected to a network 210 by any means knownin the art, such as through a physical Ethernet connection or through awireless connection. In this particular embodiment, the users 200 a, 200b may be playing a game on a PlayStation 3® 220, which is connected tomultiple other consoles through the PlayStation Network® 210.Alternatively, the users 200 a, 200 b may be playing a game on apersonal computer, which is connected to multiple other personalcomputers through the internet. In order to operate the gaming console220, each gamer 200 a, 200 b may utilize a gaming console controller 250a, 250 b, which is connected to the gaming console via either a wired orwireless connection.

Receiving Game Audio and Network Chat

The gaming console 220 may be electrically connected to a base station230 such that the base station may receive Game Audio A in a digitalform from the gaming console 220. The base station 230 may be connectedto the gaming console 220 via any means known in the art, such as butnot limited to, a TOSLINK® optical cable, an HDMI® cable, and/or anycoaxial-type digital audio cables. As described in further detail below,in the embodiment shown, the base station 230 may receive Game Audio Afrom the gaming console 220 to wirelessly transmit to a portable audiomixing module 240 a, 240 b of a user 200 a, 200 b.

In the pictured embodiment, both users 200 a, 200 b are in possession ofa portable audio mixing module 240 a, 240 b, and both of the portableaudio mixing modules 240 a, 240 b are wirelessly connected to the basestation 230. In the embodiment shown, the portable audio mixing modules240 a, 240 b are not inter-connected to each other—all portable audiomixing modules 240 a, 240 b are connected to the base station 230.Notably, in this particular embodiment, the portable audio mixing module240 a, 240 b is not necessarily connected to the game console controller250 a, 250 b. However, a headset 260 a, 260 b is connected to eachportable audio mixing module 240 a, 240 b via, for example, a cable witha standard 3.5 mm adapter.

As shown, Game Audio A may originate at the game console 220 when a user200 a, 200 b starts up the console and plays a media type. Once producedby the game console 220, the Game Audio A may be transmitted therefromand received by the base station 230. As described above, the basestation may then transmit the Game Audio A to the portable audio mixingmodule 240 a, 240 b of a user.

Certain embodiments provide that, if the game console 220 is connectedto a network 210, Network Chat B may be received by the game console 220from the network 210. In the particular embodiment shown, however, theNetwork Chat B will not be sent through an external game consolecontroller 250 a, 250 b as described above, and so must be handled byother components of the system. In these embodiments, the base station230 may receive the Network Chat B from the game console 220 andtransmit the same wirelessly to the portable audio mixing module 240 a,240 b.

In one embodiment, a PC/PS3 adapter 270 may be electrically attached toboth the base station 230 and the game console 220 such that the basestation may receive the Game Network Chat B from the game consolethrough the PC/PS3 adapter 270. Once received, the base station 230 maythen transmit both the Network Chat B to each portable audio mixingmodule 240 a, 240 b connected thereto.

The PC/PS3 adapter 270 may be operable to convert audio streams/signalsfrom analog to digital (A/D) or from digital to analog (D/A) such that adigital audio signal from a gaming console 220, such as Network Chat Bmay be converted to an analog signal before being turned back intodigital then transmitted to the portable audio mixing module 240 a, 240b, and/or an analog signal received by the base station 230, such asLocal User Talk C, D, may be converted to a digital signal before beingtransmitted to the gaming console 220. Exemplary embodiments of a PC/PS3adapter 270 are described below. It will be appreciated that the PC/PS3adapter 270 may be external to the base station 230 or internal to thebase station 230, and that, in certain embodiments, a conversion of asignal such as Network Chat B from digital to analog mayor may not benecessary.

Although the base station 230 may receive one audio signal/streamthrough a PC/PS3 adapter, such as the Network Chat B, the base stationmay also receive a different audio/signal stream directly from the gameconsole 220. Therefore, in one embodiment, the Network Chat B may travelfrom the game console 220 through the PC/PS3 adapter 270 to the basestation 230, while the Game Audio A may travel from the game console 220directly to the base station 230 through, for example, a TOSLINK®optical cable.

Once the Game Audio A and/or the Network Chat B are transmitted by thebase station 230 to the portable audio mixing module 240 a, 240 b thetwo streams/signals may be mixed together and transmitted to eachheadset 260 a, 260 b as a single, blended audio output stream A+B(discussed in detail below). It will be appreciated that the Game AudioA and Network Chat B may be sent and received by individual componentsof the exemplary system both independently of each other and/orsimultaneously. Moreover, it will be appreciated that all local users200 a, 200 b receive the same Game Audio A and Network Chat B streams attheir respective portable audio mixing modules 240 a, 240 b.

Moreover, it will be noted that, when the game console controller 250 a,250 b is not utilized to send or receive Network Chat B, any gameconsole controller capable of controlling the game console 220 may beused. For example, the system may be used with a guitar-type controllerused for music games and/or a gun-type controller used for huntinggames. It will also be appreciated that the systems and methodsdescribed herein are also compatible with any type of controller thatcan transmit and receive Network Chat B.

Sending Local User Chat

In certain embodiments, a user's headset 260 a, 260 b may comprise amicrophone such that the user 200 a, 200 b may socially interact withother gamers over a network 210. Embodiments of the present inventionmay allow multiple local users 200 a, 200 b to socially interact withnetworked users simultaneously and/or independently.

For example, Local User 1 200 a may talk into the microphone to produceLocal User 1 Chat C. Local User 1 Chat C may be transmitted from User1's headset 260 a to the connected portable audio mixing module 240 a,where it is wirelessly transmitted to the base station 230. Uponreceiving the Local User 1 Chat C, the base station 230 may transmit thestream through the PC/PS3 adapter 270 where it may be received by thegame console 220. Finally, the game console 220 may transmit the LocalUser 1 Chat C over the network 210, where it may be incorporated intothe Network Chat B stream and sent to all networked users.

Similarly, if Local User 2's 200 b headset 260 b includes a microphone,Local User 2 may speak into the microphone to produce Local User 2 ChatD. Although Local User 2 Chat D will propagate through the system in asimilar way as Local User 1 Chat C, it will be noted that, because LocalUser 1's 200 a portable audio mixing module 240 a is not connected toLocal User 2's 200 b portable audio mixing module 240 b, neither userwill hear Local User Chat C or D.

Portable Audio Mixing Module

An embodiment of a portable audio mixing module according to theinvention will now be described. FIGS. 3a and 3b illustrate a front-endview and bottom-end view of an exemplary embodiment of a portable audiomixing module, respectively. FIGS. 4 through 14 b illustrate exemplaryportable audio mixing module circuitry that may be electricallyconnected to form a single embodiment. All details of the circuitry arenot explicitly discussed herein as resulting functionality, connectionsand inputs/outputs are apparent from the drawings and necessarily resultfrom the combination of components. Further, sections of therepresentative circuits are described in co-pending, commonly owned U.S.patent application Ser. No. 12/047,260, titled “Daisy-Chained Game AudioExchange,” which is incorporated by reference herein.

FIG. 3a illustrates a front-end view of an exemplary embodiment of aportable audio mixing module according to the invention. As shown, theportable audio mixing module may comprise a pairing/power button 330,which may be pressed by a user to power the portable audio mixing moduleon and off. The pairing/power button 330 may be electrically connectedto an LED or similar circuitry (see FIG. 4) such that the power statusof the portable audio mixing module may be indicated to a user. Forexample, the pairing/power button 330 may illuminate when the portableaudio mixing module is turned on, flash a first color when the batterypower is low, display a second color when the battery is charging,and/or darken when the portable audio mixing module is turned off. Incertain embodiments, a user may check the amount of battery power leftin a battery by quickly pressing the pairing/power button 330.

In some embodiments, the portable audio mixing module may automaticallyconnect or “pair” to a base station when powered on. In otherembodiments, a user may press the pairing/power button 330 for a periodof time in order to set the portable audio mixing module into discoverymode. Once in discovery mode, the portable audio mixing module may bepaired to a base station, which is also in discovery mode. Thepairing/power button 330 may also be electrically connected to an LED(see FIG. 4) or similar circuitry such that pairing status of theportable audio mixing module may be indicated to a user. In oneembodiment, a user may hold the pairing/power button 330 for an amountof time, and the LED may begin to blink to indicate that the portableaudio mixing module is in discovery mode. Once the portable audio mixingmodule is paired to a base station, an LED of a pairing/power button 330may remain illuminated. To unpair the portable audio mixing module fromthe base station, the user may hold down the pairing/power button 330again. Although shown as a single button, in one embodiment, thepairing/power button 330 may be two separate buttons; one button maycontrol power and one button may control pairing.

Often, gamers may gather together in a single room with multiple gamingconsoles to play a single game, or may link multiple-consoles togetherin, for example, a LAN to play the same game. The present system allowsfor both of these scenarios, as one group of portable audio mixingmodules paired with a base station will not interfere with a second setof portable audio mixing modules paired to a different base station.This feature prevents interference even if the groups are operated in asmall space, such as a single room. In fact, it is contemplated that2,4,6,8, 10, 12, 14, and even 16 gaming consoles may each be connectedto a different base station and operated in the same room with up tofour portable audio mixing modules per base station without experiencingany audio interference problems.

As shown, a number of adjustment means, such as but not limited to knobsand/or buttons are accessible to a user of the portable audio mixingmodule to allow a user to adjust properties of a blended audio outputstream that may be transmitted from the portable audio mixing module toa headset of the user (discussed below). Exemplary properties includebut are not limited to balance and/or volume of a Game Audio and/or aNetwork Chat audio stream. In one embodiment, a volume control knob 310on the portable audio mixing module allows for user adjustment of thevolume level of a blended output audio stream transmitted to a user'sheadset. A balance control knob 320 may further allow for useradjustment of balance between the Game Audio and Network Chat audiostreams. Therefore, in certain embodiments, a user may turn the balancecontrol knob 320 to specify how much of the audio information comingfrom a Network Chat or Game Audio streams should be represented to theuser's headset. In certain embodiments, it is possible to turn eitherthe Game Audio or Network Chat to any volume levels up to and including0% to 100% for either source.

In one embodiment, the portable audio mixing module may comprise a bassboost button 340 which may control a bass boost feature. By pressing thebass boost button 340 a user may toggle a bass boost feature of theportable audio mixing module, wherein low-end frequencies of theincoming signal may be increased before being transmitted to the user.The bass boost button 340 may also be connected to an LED or similarcircuitry, such that the button may be illuminated when the bass boostfeature is turned on. Exemplary bass-boost circuitry, along with anexemplary microcontroller is illustrated in FIG. 12.

FIG. 3b illustrates a bottom-end view of an exemplary portable audiomixing module. In this exemplary embodiment, the portable audio mixingmodule has a number of input/output ports: a headset jack 350 (FIG. 9 atJP4), a power jack 360 (FIG. 6 at JP5), and a game console controllerjack 370 (FIG. 9 at JP7). In one embodiment, the portable audio mixingmodule comprises a headset jack 350, which may be adapted to transmit ablended audio output stream to the headphones of a headset of a user andreceive Local User Talk from a microphone of the headset. As shown, theheadset jack 350 may comprise a 3.5 mm, four-pole jack, although theheadset jack is not so limited and may comprise any other size jack.

An exemplary embodiment of a portable audio mixing module may alsocomprise a game console controller jack 370 (FIG. 9 at JP7) that mayreceive an audio stream from an audio source, such as Network Chat froma gaming console controller and may transmit an audio stream, such asLocal User Chat from a user. Preferably, the game console controllerjack 370 may be formed from a 2.5 mm, three-pole jack, such that a gameconsole controller, such as but not limited to an Xbox 360® controller,may be connected thereto via, for example, a wire. It will beappreciated that the game console controller jack 370 may comprise anysize jack (e.g., 3.5 mm) and any audio source may be connected thereto,including but not limited to smart phones and other portable digitalmedia players. Moreover, the portable audio mixing module may be capableof mixing the audio source connected to the game console controller jack370 with another audio source received from a base station, such as GameAudio.

The portable audio mixing module may be powered by any means known inthe art, including but not limited to disposable and/or rechargeablebatteries. For example, 1, 2, 3 or 4 AAA alkaline batteries or arechargeable lithium ion battery may be employed within a housing of theportable audio mixing module. In the case of the lithium ion battery,such a battery may be charged without removing the battery from theportable audio mixing module unit by connecting a power jack 360 of theportable audio mixing module to an external power source, such as awall-mounted USB charger via a USB cable. In certain embodiments, such abattery may be charged by plugging one end of a USB cable into the powerjack 360 and the other end of the cable into the USB port of a basestation unit or a user's computer. Exemplary power circuitry is shown inFIG. 5 and exemplary circuitry for connecting power to the power jack360 (FIG. 9 at JP7) is shown in FIG. 6.

In one embodiment, the portable audio mixing module may be locallymounted on the user's person via a clip or other temporary fasteningmeans. In an alternative embodiment, the Rx may be detachably fastenedto a console controller.

In one embodiment, the portable audio mixing module may detect thepresence of a headset plugged into the headset jack. When the headset isdisconnected from the portable audio mixing module, the portable audiomixing module may automatically shut down if the headset is notre-connected within a certain amount of time. In certain embodiments,the amount of time within which to reconnect the headphone may be 1second, 5 seconds, 10 seconds, 15 seconds 30 seconds or 1 minute.

An exemplary path of a Game Audio signal/stream through the portableaudio mixing module will now be described. Referring first to FIG. 7,Game Audio may be received from a base station via, for example, awireless transmitter/receiver JP3. The wireless transmitter/receiver JP3may be capable of both receiving and transmitting digital audio signalsat any frequency known in the art, but must be compatible with aseparate wireless transmitter/receiver (not shown) located at the basestation. Preferably, the wireless transmitter/receiver JP3 operates atspectrum of about 5.8 GHz. In one embodiment, the wirelesstransmitter/receiver JP3 may be industry part no. DWAM82. In theexemplary embodiment shown, Game Audio may be sent from the wirelesstransmitter/receiver JP3 along, for example, a wire (pin 26 (SDIO_W),wire e).

Referring to FIG. 8, the Game Audio stream may be converted from adigital form to an analog form, for example, by presenting the GameAudio to a digital-to-analog converter U9 (pin 4 “SDATA”). In oneembodiment, the digital-to-analog converter U9 may be industry part no.AK4366.

Digressing, an exemplary path for Network Chat is now described. Asdiscussed above, in certain embodiments, a Network Chat stream may bereceived from a game console controller. Referring to FIG. 9, a gameconsole controller may be connected to the portable audio mixing moduleat, for example, a game console controller jack JP7 (FIG. 3 at 370) suchthat Network Chat XTBK may be provided therefrom. Although the NetworkChat XTBK is shown as being received from a physical connection betweenthe portable audio mixing module and a game console controller, it willbe appreciated that, in other embodiments, the portable audio mixingmodule may receive Network Chat XTBK through a wireless connection to agame console controller. It will be noted that the game consolecontroller jack JP7 may also be capable of receiving a second audiostream, such as but not limited to a Local User Chat audio streamMIC_ALC (discussed in detail below).

In an alternative embodiment, a Network Chat stream may be received froma base station, rather than from a game console controller. Referringback to FIG. 7, Network Chat may be received in a digital form from abase station by a wireless transmitter/receiver JP3 connected thereto.The Network Chat may then be transmitted from the wirelesstransmitter/receiver JP3 (pin 21 (SDIO_X), wire b). As shown in FIG. 10the digital Network Chat stream may propagate along a wire (b) connectedto the transmitter/receiver (FIG. 7 at JP3) such that it may be receivedat a device capable of encoding and/or decoding the audio stream, suchas a CODEC U6 (pin 9 (SDTI), wire b shown in FIG. 10). In oneembodiment, the CODEC U6 may prepare the Network Chat such that theNetwork Chat TBK_PS3 may be further modified.

Referring now to FIG. 11, whether the Network Chat TBK_PS3, XTBK wasreceived by the portable audio mixing module from a base station TBK_PS3or from a game console controller XTBK, the Network Chat TBK_PS3, XTBKmay enter a gain circuit such that it may be amplified before entering abalance potentiometer. The amplified Network Chat CHAT is then sent tobe mixed with the Game Audio stream discussed above.

Referring back to FIG. 8, mixing circuitry, balance circuitry and volumecircuitry are shown wherein the portable audio mixing module may blendNetwork Chat CHAT and Game Audio (pin 15 and 16 from U9) into a singleblended audio output stream to be output to a user through a headsetjack JP8 (pin 1 and 2). The user may adjust the balance between both theNetwork Chat CHAT and Game Audio (pin 15 and 16 from U9) streams, alongwith the volume of the blended audio output stream. For example, theuser may adjust the balance such that only Network Chat is audible, onlyGame Audio is audible, or such that any combination of Network Chat andGame Audio is audible. As shown in FIG. 9, the blended audio outputstream, in analog form SPK_R, SPK_L, may be output to a user's headsetvia the headset jack JP4. Further, as shown in FIG. 13, the blendedaudio output stream may be amplified before being sent to a user'sheadset.

In one exemplary embodiment, the portable audio mixing module may beadapted to receive Local User Chat from at least one user such that theuser may converse with remote, networked gamers. As discussed above, theportable audio mixing module may transmit the received Local User Chatto a game console controller or a base station.

Referring to FIG. 9, in one embodiment, Local User Chat may be receivedfrom a user's headset at a headset jack JP4 and sent to a game consolecontroller (not shown). The Local User Chat may travel through a lowvoltage microphone processor U4, such as but not limited to industrypart no. SSM2167. The microphone processor U4 may provide noise gatingand automatic level control to provide a cleaner, noise free voice chatstream. The processed Local User Chat MIC_ALC may then be transmittedthrough a game console controller jack JP7 to a game console controller(not shown). In one embodiment, a game console controller may beconnected to the game console controller jack JP7 via a wire having a2.5 mm male adapter at both ends. Although not shown, the game consolecontroller may then transmit the Local User Chat to a connected gameconsole such that it may be shared with networked gamers.

In another embodiment, Local User Chat may be received from a user'sheadset at headset jack JP4 and sent to a base station (not shown). Inthis embodiment, the Local User Chat MIC_ALC may still be amplified by,for example, passage through a low voltage microphone processor U4.However, as shown in FIG. 10, instead of being sent to a game consolecontroller, the Local User Chat MIC_ALC may be encoded by, for example,a CODEC U6 (pin 24 (MIC)). The encoded Local User Chat MIC_ALC may befurther processed and sent to the wireless transmitter/receiver andtransmitted wirelessly to the base station.

Although exemplary embodiments described herein refer to a physicalconnection between a portable audio mixing module and a user's headset,it will be appreciated that such a connection may be wireless.Therefore, it is contemplated that a user having a wireless headset mayconnect the headset to the portable audio mixing module such that theuser may have better control over such functions as balancing Game Audioand Network Chat.

Base Station

FIGS. 14 through 20 represent multiple elements of an exemplaryembodiment of a base station according to the invention. Referring firstto FIG. 14a , an exemplary front view of an embodiment of a base stationis shown. The body of the base station may comprise a plastic or metalcasing having any number of buttons, status indicators, graphics and thelike.

As shown, the base station may comprise a power/pair button 1410 (FIG.15 at “Power Switch”), which may be pressed by a user in one embodimentto power the base station on and off. The power/pair button 1420 (15 at“Power Switch”) may be electrically connected to an LED or similarcircuitry (FIG. 15 at D3, D10) such that the power status of the basestation may be indicated to a user. For example, the power/pair button1420 (FIG. 15 at “Power Switch”) may illuminate when the base station isturned on and darken when the base station is turned off. Exemplary basestation power circuitry may be found in, for example, FIG. 15.

In certain embodiments, the base station may comprise a Dolby on/offbutton 1410 (FIG. 17 at “Dolby Switch”), which, when pressed by a user,instructs the base station to format and transmit Game Audio in Dolby®Headphone Surround Sound, Dolby® Digital 7.1, Dolby® Digital 5.1 and/orDolby® Pro Logic II formats. When the Dolby on/off button 1410 (FIG. 17at “Dolby Switch”) is pressed, the base station may turn on this featureand begin transmitting audio in a compatible Dolby® format. When theDolby on/off button 1410 (FIG. 17 at “Dolby Switch”) is pressed again,the base station may stop transmitting audio in Dolby® format, such thatthe base station operates in a 2-channel stereo mode, where no Dolby®processing is applied to the incoming audio signal. In certainembodiments, the Dolby on/off button 1410 (FIG. 17 at “Dolby Switch”)may also be electrically connected to an LED or similar circuitry (FIG.17 at D1, D12) such that status of audio formatting may be indicated toa user. It will be appreciated that certain Dolby® formats require theinput audio stream to have certain formatting upon entering the basestation, and streams lacking these required features may not betransmitted in a particular Dolby® formats. Additional Game Audioprocessing features of the base station are discussed below.

In one embodiment, the base station automatically detects any portableaudio mixing modules that are in discovery mode and establishes aconnection thereto. However, in other embodiments, the base station maycomprise a separate pairing button (not shown) or the power/pair button1420 (15 at “Power Switch”) may be operable as a pairing button. Ineither of these embodiments, the user may press and hold thepower/pairing button 1420 (15 at “Power Switch”) for a period of time(e.g., 3 seconds) in order to set the base station into discovery mode.Once in discovery mode, the base station may be paired to a portableaudio mixing module, which is also in discovery mode. The power/pairbutton 1420 (15 at “Power Switch”) may also be electrically connected toan LED or similar circuitry (FIG. 15 at D2, D7) such that pairing statusof the base station may be indicated to user. In one embodiment, oncethe user holds the power/pair button 1420 (15 at “Power Switch”) for anamount of time, a LED (FIG. 15 at D2, D7) may begin to blink to indicatethat the base station is in discovery mode. Once the base station pairswith a portable audio mixing module, the LED (FIG. 15 at D2, D7) of thepower/pair button 1420 (15 at “Power Switch”) may remain illuminated toindicate a connection. To unpair the base station from the portableaudio mixing module, a user may hold down the power/pair button again.

FIG. 14b shows a back-end view of an exemplary base station. In oneembodiment, the base station comprises a power jack 1460 (FIG. 15 at J2)such that the base station may receive power via a cable from a powersupply, such as an electrical outlet and/or a USB jack of a gameconsole. FIG. 15 shows an exemplary power circuit for one embodiment ofthe base station. As shown, the base station may receive power via, forexample, a power input J2.

Referring back to FIG. 14b , the base station may also comprise anynumber of USB jacks 1450 (FIG. 15 at J3). As described above, a portableaudio mixing module may be electrically coupled to a USB jack 1450 (FIG.15 at J3) of a base station, via, for example, a USB cable, such that arechargeable battery of the portable audio mixing module may be chargedthereby. Exemplary USB jack 1450 circuitry may be seen in FIG. 15.

Still referring to FIG. 14b , the base station may further comprise bothan audio-in jack 1430 (FIG. 16 at U2) and an audio-out jack 1440 (FIG.16 at U1). Preferably, the audio-in jack 430 (FIG. 16 at U2) andaudio-out jack 1440 (FIG. 16 at U1) are TOSLINK® Optical jack, althoughthe audio jacks 1430 (FIG. 16 at U2), 1440 (FIG. 16 at U1) may compriseany jack capable of receiving a male adapter of a digital audio cable.According to one embodiment, the base station may receive a digitalaudio stream from, for example, a game console, through the audio-injack 1430 (FIG. 16 at U2). In a preferred embodiment, the receiveddigital audio stream may be a Game Audio stream.

In one embodiment, the Game Audio stream may enter into the base stationthrough the audio-in jack 1430 (FIG. 16 at U2) and be passed to theaudio-out jack 1440 (FIG. 16 at U1). In this way, the base station maybe viewed as a “pass-through” system. This feature may allow a user toleave a game console plugged into the audio-in jack 1430 (FIG. 16 at U2)even if the base station is not in use. As long as the user keeps, forexample, a stereo system or television plugged into the audio-out jack1440 (FIG. 16 at U1) of the base station, the Game Audio stream may passthrough the base station and be received at such audio equipment totransmit the signal. Exemplary pass-through circuitry may be seen inFIG. 16.

Referring now to FIG. 16, an exemplary path of a Game Audio streamthrough an embodiment of a base station is now provided. The Game Audiostream may enter into the base station through the audio-in jack U2 andpass through a digital audio receiver U9, such as industry part no.AK4117. The Game Audio may travel along a wire from the audio-in jack U2to a receiving channel of the digital receiver U9 (pin 5). The GameAudio stream may be output from digital receiver U9 at the audio serialdata output pin (pin 12) through a wire (r) to, for example, a digitalsignal processor (FIG. 17 at US).

Referring now to FIG. 17, the Game Audio stream may travel through wire(r) to, for example, a digital signal processor US such as industry partDSP56374 (U5, pin 50). The digital signal processor U5 may be capable ofprocessing the Game Audio stream into any number of formats includingbut not limited to Dolby® Headphone Surround Sound, Dolby® Digital 7.1,Dolby® Digital 5.1 and/or Dolby® Pro Logic II formats. The digitalsignal processor U5 may format the Game Audio using various equalizationalgorithms, compression, signal generation, tone control, fade/balance,level meter/spectrum analysis, matrix decoding and/or sound processingalgorithms. The re-formatted Game Audio stream GAME_MUSIC may be outputfrom the digital signal processor U5 (pin 36) and transmitted to, forexample, a wireless transmitter/receiver module (FIG. 15 at U8) via awire (h).

Referring back to FIG. 15, a wireless transmitter/receiver U8 is shown.The wireless transmitter/receiver module US may receive formatted GameAudio via a wire (h) at, for example, an input pin (pin 26, SDIO_W). Inone embodiment, the wireless transmitter may send receivedcompatibly-formatted audio signals, such as Game Audio and/or NetworkChat, to a portable audio mixing module. As shown, the wirelesstransmitter module U8 may be a DWAM82 5.8 GHz Wireless Module.

Referring to the exemplary base station circuitry illustrated in FIG.18a , in one embodiment, the base station may be capable of transmittingNetwork Chat PS3_VOICE to a portable audio mixing module. As shown, thebase station may be connected to a PC/PS3 adapter (FIG. 19) through aPC/PS3 jack J4 (FIG. 14b at 1470). The Network Chat PS3_Voice may bereceived in analog form through, for example, at least one pin (pins 4and 5) of the PC/PS3 jack J4 (FIG. 14b at 1470) and be transmitted to aA/D, D/A converter U11, such as but not limited to industry part no.AK4555. The A/D, D/A converter U11 may convert the analog Network ChatPS3_Voice signal to a digital signal such that it may be sent to awireless transmitter/receiver module (FIG. 15 at U8, pin 21, wire i).Once received by the wireless transmitter/receiver module (FIG. 15 atU8) the Network Chat PS3_Voice may be transmitted wirelessly to aportable audio mixing module. In another embodiment, the Network ChatPS3_Voice is not transmitted by the base station, but is rathertransmitted by the game console to a game console controller.

In certain embodiments, the base station may be capable of receivingLocal User Chat from a portable audio mixing module such that the LocalUser Chat may be transmitted to the game console and then over a networkto networked gamers. Referring to FIG. 15, Local User Chat j, k (seeFIG. 17 at MIC_RX1, MIC_RX2) may be received by the base station frommultiple users of a game console. In one embodiment, a first user mayproduce Local User Chat j (see FIG. 17 at MIC_RX1) and a second user mayproduce Local User Chat k (see FIG. 17 at MIC_RX2) simultaneously and/orindependently, and the Local User Chat of each user may be sent by theportable audio mixing module to the base station. The Local User Chat j,k (see FIG. 17 at MIC_RX1, MIC_RX2) may be received by a wirelesstransmitter/receiver U8 from a portable audio mixing module. Althoughonly two channels of Local User Chat j, k (see FIG. 17 at MIC_RX1,MIC_RX2) are shown, in certain embodiments, up to four channels of LocalUser Chat are supported.

Referring to FIG. 18a a first user's Local User Chat MIC_RX1 may beconverted from a digital form MIC_RX1 to an analog form MIC_OUT_R_RX1,MIC_OUT_L_RX1 by, for example, a D/A converter U11. Similarly, as shownin FIG. 18b , a second user's Local User Chat MIC_RX2 may be convertedfrom a digital form MIC_RX2 to an analog form MIC_OUT_R_RX2,MIC_OUT_L_RX2. At FIG. 18c , the analog form of user 1's Local User ChatMIC_OUT_R_RX1, MIC_OUT_L_RX1 and the analog form of user 2's Local UserChat MIC_OUT_R_RX2, MIC_OUT_L_RX2 may be summed into a single audiostream MIC_OUT_RX1&RX2. At FIG. 18a , the summed single audio streamMIC_OUT_RX1&RX2 may be transmitted from the base station to, forexample, a PC/PS3 adapter (FIG. 19) through a PC/PS3 jack J4. In anotherembodiment the first user's Local User Chat MIC_RX1 and second user'sLocal User Chat MIC_RX2 may be combined in digital form (via, forexample, a DSP chip) into a single, digital audio stream. In thisembodiment, the combined digital audio stream may be transmitteddirectly to a game console via a USB cable or Bluetooth connection. Aspreviously discussed, in another embodiment, the Local User Chat maybypass the base station, and may be transmitted directly from a gameconsole controller to a game console connected thereto.

PC/PS3 Adapter

As described herein, in certain embodiments, Network Chat will not bereceived by a game console controller and Local User Chat will not besent by the game console controller. In these embodiments (shown in FIG.2), such audio streams must be handled by the components of the system,such as the base station and portable audio mixing module. In oneembodiment, a PC/PS3 adapter may be placed into the system between thebase station and the game console such that the base station may receiveboth the Game Audio and Network Chat, and may also transmit Local UserTalk from each user to the game console.

Referring to FIG. 19, exemplary circuitry of an embodiment of a PC/PS3adapter is shown. In one embodiment, the adapter may be internallyhoused within the base station. In other embodiments, the PC/PS3 adaptermay be in the form of a cable comprising a housing with circuitrytherein. The cable may comprise a first end in the form of a USB jack J1and a second end in the form of a 3.5 mm jack J2. The PC/PS3 adapter maycomprise an audio CODEC U1, that may perform both AID and D/Aconversion. In one embodiment, the audio CODEC U1 may be industry partAK4571, which is a USB interface audio CODEC that incorporates a 16-bitsingle-channel A/D converter and a 16-bit two-channel D/A converter.

In one embodiment, the USB jack J1 may be inserted, for example, intothe female USB port of a game console such as but not limited to aPlayStation3® or personal computer. The 3.5 mm jack J2 of the PC/PS3adapter may be inserted into the PS3/PC port (FIG. 18a at J4) of thebase station. Once connected, an audio stream such as a Network Chataudio stream may be transmitted in digital form from the game console tothe USB jack J1, where it is received at the audio CODEC U1. The NetworkChat may be converted to an analog signal and sent from the audio CODECU1 (pin 21, 24), through the PS3/PC 3.5 mm jack J2, to the PS3/PC port(FIG. 18a at J4) of a base station.

In some embodiments, User Local Chat may be received from a PS3/PC port(FIG. 18a at J4) of a base station by the PS3/PC adapter 3.5 mm jack(J2) in analog form. The User Local Chat may be converted by the audioCODEC U1 into a digital form and sent through the USB jack J1 to thegame console. It will be appreciated that the Network Chat and UserLocal Chat may be simultaneously transmitted and received by the gameconsole, the PS3/PC adapter, and the base station. Moreover, it will beappreciated that the PS3/PC adapter may simultaneously convert theNetwork Chat from a digital to analog form and the User Local Chat froman analog to digital form. In certain embodiments, the PS3/PC adaptermay contain such circuitry as to perform programmable gain,pre-amplification, bass boost, data storage, noise suppression and thelike.

In other embodiments, the PS3/PC adapter may comprise a Bluetoothtransceiver located within the base station (not shown). In such anembodiment, neither Local User Chat nor Network Chat need be convertedfrom digital form to analog form, as either audio stream may betransmitted or received in digital form by the Bluetooth transceiver.Accordingly, the Bluetooth transceiver may be adapted to be connected orpaired to a Bluetooth transceiver of a game console. Moreover, such aBluetooth transceiver may be powered by, for example, the powercircuitry shown in FIG. 15, additional power circuitry, or even abattery.

The invention described and claimed herein is not to be limited in scopeby the specific embodiments herein disclosed since these embodiments areintended as illustrations of several aspects of the invention. Anyequivalent embodiments are intended to be within the scope of thisinvention. Indeed, various modifications of the invention in addition tothose shown and described herein will become apparent to those skilledin the art from the foregoing description. Such modifications are alsointended to fall within the scope of the appended claims. Allpublications cited herein are incorporated by reference in theirentirety.

We claim:
 1. A system for transmitting a game audio stream and networkchat audio stream to a headset of a user of a gaming console, the systemcomprising: a base station adapted to receive the game audio stream froma game console; and at least one portable audio mixing module wirelesslyconnected to the base station and adapted to receive the game audiostream therefrom and further adapted to separately receive the networkchat audio stream from a game console controller in communication withthe gaming console, the portable audio mixing module including mixingcircuitry such that the network chat audio stream and game audio streamare mixed at the at least one portable audio mixing module to produce ablended audio output stream for transmission therefrom to the headset ofthe user; wherein the portable audio mixing module comprises adjustmentmeans such that a user may adjust balance of the single blended audiooutput stream, wherein the balance of the single blended audio outputstream may be adjusted to allow the user to hear only network chat, onlygame audio, and any combination thereof up to and including volumelevels of 0% to 100% for each of network chat and game audio.
 2. Thesystem of claim 1, wherein the at least one portable audio mixing moduleis adapted to transmit the blended audio output stream wirelessly to theheadset of the user.
 3. The system of claim 1, wherein the at least oneportable audio mixing module is adapted to receive the network chataudio stream wirelessly from the game console controller.
 4. The systemof claim 1, wherein the portable audio mixing module is adapted toreceive local user chat from the headset.
 5. The system of claim 4,wherein the portable audio mixing module is further adapted to transmitthe local user chat to the game console controller.